Alluria Publishing produced numerous high-quality products such as Remarkable Races, Creepy Creatures and their opus Cerulean Seas. All their products were solidly reviewed and one thing that could never be contested was the beauty of their art. The art costs on Cerulean Seas made it difficult from them to continue as a company as outlined on the Paizo forums.
Purple Duck Games has enjoyed the material that Alluria Publishing has created and has chipped in on the kickstarter above. Several of our customers, I know love Alluria Publishing's work as well because as we prepared to write Monstrous Races 3 customers asked specifically for more options of some of Alluria Publishing's Remarkable Races.
Below is an excerpt from Monstrous Races 3 by Sam Hing that features the squole race that was created by Alluria Publishing. If you can afford to support 3PP publishers like Alluria Publishing please kick in on their kickstarter.
|Squole witch by Carlos Torreblanca|
Many creatures refuse to believe that the squole are indeed humanoid-shaped oozes. Oozes, slimes and jellies are so loathed by humanoids that the idea of one not only being intelligent, but adopting such a familiar shape is deeply disturbing to them. Luckily for the squole, their neutrality and their ability to mimic both the actions and emotions of humans allows them to avoid the worst of the wrath of other humanoids.
Squoles truly desire to become more “human”, and attempt to live up to the best of humanity that they have personally observed. They really have no clue on the limits of humanoids, and this allows the squole to develop in many strange and unusual ways.
Squoles adventure mainly because they have trouble fitting in otherwise. They find an adventuring company, and copy a few of the traits they admire from each member, slowly evolving into a personality of their own. They model their own skills on whatever humanoid that they were first impressed with.
Alchemist:Squole alchemists are strange creatures, mixing their planar knowledge with various unsavory ingredients to create various mystic gels.
Barbarian:A squole barbarian is rare, simply because experiencing rage as an emotion, and mimicking rage are two very different things.
Bard:Squole bards rarely create new material, as much as record and repeat that which they have already heard. Some squole can repeat a performance perfectly, although their lack of real passion can be notable.
Cavalier:Given a strong role model, a squole can make an effective, if unusual cavalier.
Cleric:Squole follow the religion of their role model. They rarely actually become clerics, as the concept of devotion is as alien to them as most other emotions. Their gods frequently match the paraelemental plane that they are descended from.
Druid:Few squole feel a deep connection to nature, although those that do frequently possess unparalleled shape changing abilities.
Fighter:Squole fighters learn their skills by watching both friend and foe. They are quick learners, changing styles with ease.
Gunslinger:Squole gunslingers have issues with the rage of their attacks, due to the limitations of their blindsight. They are utterly deadly at close range.
Inquisitor:Squoles make excellent inquisitors, due to their lack of preconceived notions. They may pick up the habits and prejudices of their role models, however.
Magus:Most squole find that attempting to master both weapon and spell, as well as learning the world around them to be more trouble than its worth.
Monk: Squoles make delightful student monks, soaking up everything their master teaches them. Even when young, they have the bearing of an ancient master.
Ninja:A squoles blindsight allows it to ignore the effects of smoke and darkness, making them deadly ninjas.
Oracle:Oracles are chosen, and such divine actions confuse the squole. They are forced to adjust their mimicry to allow for their new abilities. The frequently gain the mysteries of Bones, Flames, Stone, Waves, or Wind.
Paladin:A squole paladin has both had a close role model of another paladin, and follows a deity that has as much faith in their followers as they do in it. The squoles earnest attempts at passion and devotion may one day become true faith.
Ranger:Squole rangers are masters of ambush, as they lack the ability to detect their enemies at range. They may patrol and defend an area long after their mentor has died.
Rogue:The boneless nature of the squole makes them efficient rogues. Their easily influenced nature makes them popular with thieves guilds looking for soldiers that don't ask questions.
Rook: A squole rook only develops at the hands of another rook. They learn their lessons well, however, generally within the schisms of Shade and Necrotist.
Samurai:Squole samurai follow the codes they are taught perfectly, because they know nothing else.
Sorcerer:Squole that harness the magic that exists within them nearly always use the Elemental bloodline, matching the paraelemental plane that they came from.
Summoner:Squole summoners treat their minions as students, attempting to have them learn alongside their master. They treat their eidolons as trusted friends, with the eidolons often appearing as either massive oozes or perfectly formed humans.
Witch:Squoles welcome patrons that aid them in becoming more “human”. They usually develop powers of Deception, Elements, and Transformation.
Wizard:Squole wizards often appeal to and frustrate their masters, for they are slavish apprentices. Most ultimately become transmuters.
Alternate Racial Traits
The following racial traits might be selected instead of existing squole traits. Consult your GM before selecting any of these new options.
Clarity:The squole lacks the coloration of others of its kind, and gets a +8 to visual based Stealth checks when carrying no equipment. This racial trait replaces the elemental resistance racial trait.
Elemental Touch: The squole can channel its elemental type into its touch, dealing 1d6 points of acid, cold, or fire damage once per day per point of Constitution modifier. This racial trait replaces the boneless racial trait.
Elongation:The squole can lengthen its limbs thee times per day, granting it double its natural reach or height. This racial trait replaces the boneless racial trait.
Engulf:The squole can attempt to engulf a creature smaller than itself with a successful grapple check. The squole must be unclothed and unarmored to attempt this ability. The target suffers 1 point of acid damage per point of the squole's Constitution modifier for each round it is engulfed, and risks drowning as per the normal rules. The victim may make an opposed grapple check each round to exit the squole's body. This racial trait replaces the elemental resistance racial trait.
Expert Mimic: The squole is especially good at mimicking others, gaining a +4 racial to Diplomacy, Disguise, Intimidate and Perception checks. This racial trait replaces the boneless racial trait.
Painful Taste: Creatures damaging the squole with a bite attack suffer 1 point of acid damage per point of the squole's Constitution modifier. This racial trait replaces the boneless racial trait.
Rubbery: The squole gains DR 5 vs bludgeoning attacks, and takes half damage from falling. This racial trait replaces the boneless racial trait.
Suction:The squole gains a +4 racial to Grapple checks, and a +10 racial bonus to Climb checks. This racial trait replaces the boneless racial trait.
Soul of the Elements: The squole gains the Cold, Earth, or Fire subtype. Squole with the Earth subtype become immune to acid, but take damage from earth based spells as if they were an earth elemental. This racial trait replaces the elemental resistance racial trait.
Favored Class Options
Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, an squole has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all squole who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Druid:The druid may use wild empathy on oozes, and gains a + 1/2 on wild empathy attempts, or the druid gains +1/2 use of wild shape per day.
Fighter:Add a +1 bonus to the fighter’s CMB or CMD when preforming or resisting two combat maneuvers of the character’s choice.
Monk:Add a +1 bonus to the monk’s CMD when resisting two combat maneuvers of the character’s choice.
Ninja:Add +1/3 to hit and damage when the ninja's target is blinded.
Rogue:Add a +1/2 bonus to Bluff checks to feint and Diplomacy checks to gather information.
Sorcerer: Select one bloodline power granted at 1st level that is normally useable for a number of times a day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds 1/2 to the number of uses per day of that bloodline power.
Summoner: Add 1 skill rank to the summoner’s eidolon.
Witch: Treat the squole's level as +1/2 higher for the purpose of determining the effects of the witch's hex ability.